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@@ -286,6 +286,8 @@
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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+#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue
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+
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#define STORAGE_FILENAME "storage.data"
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//----------------------------------------------------------------------------------
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@@ -350,11 +352,10 @@ static bool contextRebindRequired = false; // Used to know context rebind r
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// Keyboard states
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static char previousKeyState[512] = { 0 }; // Registers previous frame key state
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static char currentKeyState[512] = { 0 }; // Registers current frame key state
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-static int lastKeyPressed = -1; // Register last key pressed
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static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
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-static unsigned int inputCharacterQueue[16] = { 0 }; // Input characters stream queue as produced by the operating system text input system
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-static int inputCharacterQueueCount = 0; // Input characters stream queue count
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+static unsigned int keyPressedQueue[MAX_CHARS_QUEUE] = { 0 }; // Input characters queue
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+static int keyPressedQueueCount = 0; // Input characters queue count
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#if defined(PLATFORM_RPI)
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// NOTE: For keyboard we will use the standard input (but reconfigured...)
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@@ -2226,33 +2227,22 @@ bool IsKeyUp(int key)
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// Get the last key pressed
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int GetKeyPressed(void)
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{
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- return lastKeyPressed;
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-}
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+ int value = 0;
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-bool IsCharAvailable()
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-{
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- return 0 < inputCharacterQueueCount;
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-}
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-unsigned int GetNextChar()
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-{
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- if (inputCharacterQueueCount <= 0)
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+ if (keyPressedQueueCount > 0)
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{
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- return 0;
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- }
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- // take a character from the head
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- unsigned int c = inputCharacterQueue[0];
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+ // Get character from the queue head
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+ value = keyPressedQueue[0];
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- // shift elements 1 step toward the head.
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- inputCharacterQueueCount--;
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- for (int i = 0; i < inputCharacterQueueCount; i++)
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- {
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- inputCharacterQueue[i] = inputCharacterQueue[i + 1];
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- }
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+ // Shift elements 1 step toward the head.
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+ for (int i = 0; i < (keyPressedQueueCount - 1); i++) keyPressedQueue[i] = keyPressedQueue[i + 1];
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- // this is not required, but this can keep clean memory
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- inputCharacterQueue[inputCharacterQueueCount] = 0;
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+ // Reset last character in the queue
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+ keyPressedQueue[keyPressedQueueCount] = 0;
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+ keyPressedQueueCount--;
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+ }
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- return c;
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+ return value;
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}
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// Set a custom key to exit program
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@@ -3454,8 +3444,8 @@ static void PollInputEvents(void)
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UpdateGestures();
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#endif
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- // Reset last key pressed registered
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- lastKeyPressed = -1;
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+ // Reset key pressed registered
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+ keyPressedQueueCount = 0;
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#if !defined(PLATFORM_RPI)
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// Reset last gamepad button/axis registered state
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@@ -3464,14 +3454,15 @@ static void PollInputEvents(void)
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#endif
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#if defined(PLATFORM_RPI)
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-
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// Register previous keys states
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for (int i = 0; i < 512; i++)previousKeyState[i] = currentKeyState[i];
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// Grab a keypress from the evdev fifo if avalable
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if (lastKeyPressedEvdev.Head != lastKeyPressedEvdev.Tail)
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{
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- lastKeyPressed = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer
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+ keyPressedQueue[keyPressedQueueCount] = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer
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+ keyPressedQueueCount++;
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+
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lastKeyPressedEvdev.Tail = (lastKeyPressedEvdev.Tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
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}
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@@ -3881,13 +3872,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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}
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#endif // SUPPORT_SCREEN_CAPTURE
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}
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- else
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- {
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- currentKeyState[key] = action;
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-
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- // NOTE: lastKeyPressed already registered on CharCallback()
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- //if (action == GLFW_PRESS) lastKeyPressed = key;
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- }
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+ else currentKeyState[key] = action;
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}
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// GLFW3 Mouse Button Callback, runs on mouse button pressed
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@@ -3960,17 +3945,13 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
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// https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// http://www.glfw.org/docs/latest/input_guide.html#input_char
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- lastKeyPressed = key;
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-
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- // If the capacity over, is will waste the old one.
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- static const int CAPACITY = sizeof(inputCharacterQueue) / sizeof(inputCharacterQueue[0]);
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- if (CAPACITY <= inputCharacterQueueCount)
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+ // Check if there is space available in the queue
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+ if (keyPressedQueueCount < MAX_CHARS_QUEUE)
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{
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- GetNextChar();
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+ // Add character to the queue
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+ keyPressedQueue[keyPressedQueueCount] = key;
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+ keyPressedQueueCount++;
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}
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-
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- // add to queue
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- inputCharacterQueue[inputCharacterQueueCount++] = key;
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}
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// GLFW3 CursorEnter Callback, when cursor enters the window
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@@ -4175,7 +4156,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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{
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currentKeyState[keycode] = 1; // Key down
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- lastKeyPressed = keycode;
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+
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+ keyPressedQueue[keyPressedQueueCount] = keycode;
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+ keyPressedQueueCount++;
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}
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else currentKeyState[keycode] = 0; // Key up
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@@ -4190,7 +4173,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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{
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currentKeyState[keycode] = 1; // Key down
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- lastKeyPressed = keycode;
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+
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+ keyPressedQueue[keyPressedQueueCount] = keycode;
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+ keyPressedQueueCount++;
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}
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else currentKeyState[keycode] = 0; // Key up
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@@ -4552,8 +4537,20 @@ static void ProcessKeyboard(void)
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}
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}
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}
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- else if (keysBuffer[i] == 0x0a) { lastKeyPressed = 257; currentKeyState[257] = 1; } // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
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- else if (keysBuffer[i] == 0x7f) { lastKeyPressed = 259; currentKeyState[259] = 1; } // raylib KEY_BACKSPACE
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+ else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
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+ {
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+ currentKeyState[257] = 1;
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+
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+ keyPressedQueue[keyPressedQueueCount] = 257; // Add keys pressed into queue
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+ keyPressedQueueCount++;
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+ }
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+ else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
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+ {
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+ currentKeyState[259] = 1;
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+
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+ keyPressedQueue[keyPressedQueueCount] = 257; // Add keys pressed into queue
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+ keyPressedQueueCount++;
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+ }
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else
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{
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TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
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@@ -4565,7 +4562,8 @@ static void ProcessKeyboard(void)
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}
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else currentKeyState[(int)keysBuffer[i]] = 1;
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- lastKeyPressed = keysBuffer[i]; // Register last key pressed
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+ keyPressedQueue[keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
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+ keyPressedQueueCount++;
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}
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}
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@@ -4978,7 +4976,11 @@ static void *EventThread(void *arg)
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*/
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currentKeyState[keycode] = event.value;
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- if (event.value == 1) lastKeyPressed = keycode; // Register last key pressed
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+ if (event.value == 1)
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+ {
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+ keyPressedQueue[keyPressedQueueCount] = keycode; // Register last key pressed
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+ keyPressedQueueCount++;
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+ }
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#if defined(SUPPORT_SCREEN_CAPTURE)
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// Check screen capture key (raylib key: KEY_F12)
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